After writing something up in the "noob questions" thread, I figured we need a thread that covers, well everything, especially the basics. With the advent of Abyssea, BLU has been getting a lot more attention, and rightly so. With our ability to generate EVERY light, our own sub-set of procs that cannot be gained via sub job, covering Sword and Most club procs, and our amazing ability to solo any regular mob - people are finally seeing what BLU really is.

Unfortunatly, there's a lot of people who really don't know what to do, or are just plain doing it wrong.

There isn't a unified thread with all the information right in front of you, so I figured, lets do one.

Let me start by saying: Blue Mage was my first job at 75, I worked my *** of making bird parties to get it fully merited and I LOVE it. Nothing is more satisfying that ripping it up on BLU and having everyone gawk. CW parties are hillarious when you see people say "I didn't know BLU could do that!!"

1: Starting off: Welcome to being a Blue Mage. You've passed the tests and you're a brand new Immortal. Congrats! Now the work begins! I'm not going to cover levels or gear below 90. There's no point. There's plenty of guides, wiki's and info all over the net - go look into it. Besides, you're just going to get to 30 and key ***** in Abyssea, right? Some things to know though. You start off with 0 skill and 0 spells. Grab yourself some +chr food, head to Windy. You're going to want to learn Foot Kick and Pollen right away. Do not level, do not do anything until you have those 2 spells. Once you have them, SPAM THEM. They Key to BLU is our Blue Magic Skill. Keep it capped at all times. Trust me. Also, if this is the first job you're going to take to 90, our G5 fight is EVIL. It's harder than RDM Maat. So be prepaired.

Skills we need: Sword Skill - this is your main weapon. Cap it and merit it. Your skill in your main-hand weapon affects Physical Spell Damage and accuracy. Blue Magic Skill - This affects every faccet of our job. Keep it capped, Merit it fully. Club - our B ranked weapon. Helpful for procing or messing around with. Good to have capped Evasion - ours sucks. But, it can save your life. Parry - It's a lie ;). It's really hard to skill up, but worth the effort...ish.

The joy of being a Blue Mage is the fact that you can take on many different rolls. The biggest factor in being a good mage is deffining these roles and doing them to the best. If you try and blend gear and spell sets from different roles, you end up half-assing everything.

So, what do you want to play today? Want to be the melee guy, wading into the thick of things, swords swinging, spells flying, kicking *** and chewing bubblegum? Awesome, throw on your TP gear, set your Melee job traits and Biggest Spells and go get some.

Want to stand back and nuke? Be the guy throwing out the enfeebs, finding a monsters weakness and exploiting it? Spiffy, grab your Mage-y set, toss on your magical spells and stand back and watch the fireworks

The big key here is that these are Two seperate roles, and need to be treated such. You cannot walk into every situation with the same spell set and gear and expect to do both things well. It doesn't work that way. Be prepaired to commit at least 50 (probably closer to 80) slots for all your gear and other items.

Again, if you half-***-gimp out, that's all you're going to be. *******************************************************************************************************

3: Spells

This is a really simple part: Get them all. Period. There is no reason not to have all your spells. At 90, if you're missing a few, go back and get them, spend an hour farming them up. The best part of Blue Magic is also it's most frustrating part. Your spells don't cost a single Gil. They just take time and effort to get them.

I've seen plenty of threads that ask which spells people can skip. I think it should be more of "which spells should I prioritize getting?" This comes back to "what role do you want to play". So, here's a couple of quick and dirty lists for spells:

Physical: Head **** - yes, it's the level 12 spell that EVERYONE still sets. Fast casting time, low MP and STUN. It WILL be your single most used spell Uppercut - Low point cost spell that creates Attack bonus, also give +2STR, +1 DEX Disseverment - Still one of the big three, though it has dropped back from our main source of damage. Part of the Acc Bonus Trait. The 21/Tic poison is also quite smexy Final Sting - It costs 1 point, it's pretty useful to fill in a slot. Also, watching Zanshin proc on BLU is hillarious Goblin Rush - It makes LIGHT. Beyond that, Skillchain bonus trait, +HP and +Dex... and IT MAKES LIGHT.Oh... and it's nice to hit the goblins with it... revenge is nice...Benthic Typhoon - It makes DARKNESS. STR, VIT, Def/Mag Def down. It's also the other half of Skillchain bonus. Quadratic Continuum - This is your go-to guy for DDing. +Dex, Dual Weild Trait, HUGE damage potential (OVER 9000!!! - on Qutrubs... with CA and Efflux.... in abyssea....). Whirl of Rage - +STR, +DEX, AoE Stun, and the other half of Zanshin. Vanity Dive - Acc Bonus trait, and VERY smexy with Sneak Attack. Downside... short range. Delta Thrust - Plague, and decent numbers.

Support/Enfeeb: Cures: You need these. They keep you alive, they keep other people alive. I personally love Embrace, others opt for the lower MP cost Magic Fruit. Either is viable. Pollen - Your first healing spell, get it Exuvation - Erase + Heal. If you want to tank, use this spell with Diffusion. Also part of the Resist Sleep trait Magic Fruit - Powerful Healing spell, lower MP cost Plenilune Embrace - Good Healing, +att +mab based on moon phase. Winds of Promyvion - AoE Erase and part of Auto-Refresh.

Sleeps: These WILL save your ***. Soporific - Dark Sleep Sheep Song - Light Sleep Yawn - Light sleep II - ONLY if the mobs are looking at you (Stand by the person with hate, if it's not you) Dream Flower - Dark Sleep II

Other Fun: Blank Gaze - Gaze based, Light Dispel Giest Wall - AoE Dark Dispel Actinic Burst - AoE Flash and part of Auto-Refresh Temporal Shift - AoE Stun and part of the Attack Bonus Trait Regurgitation - Water Damage and Bind - You will love this spell, trust me. It is one of the most reliable Bind's in the game and it has a great range. Enervation - AoE Def/Magic Def Down. Great set up for nukes

Nukes: Fire Spit - Single Target Fire Damage, also part of the Conserve MP trait Frost Breath - Breath attack, Ice based, adds Paralyze and the other half of Conserve MP Osmosis - Drain's HP and a Beneficial effect from a target. Everyone's Grudge - Dark Damage, and can actually put out some surprising numbers. It is not affected by Tonberry Hate. But it is nice to get the little buggers back! Thermal Pulse - AoE Fire Damage and Blind. Nice damage, your 2nd best nuke Charged Whisker - AoE Thunder Damage. This is your big boom. 4k easy with the right atmas, more, most deffinatly.

Some notes on Spell types: There are some things you're going to need to know about your spells. There are 2 catagories: Physical and Magical. Physical spells are treated like a physical attack, though they cost MP, will agro magic and generate Azure light. Their accuracy and damage is based off the weapon you have in your main hand. Physical Spells also gain "types" of Damage. Blunt, Slashing and Piercing. Check each spell to see what it is.

Magical Spells are more similar to your traditional "spells". They heal, they hurt or enfeeble or enhance. They generally have a higher MP cost. Magical spells have sub-sets: Enemy Target, Party Target, Self Target, Breath, Conal and Gaze. Quick run-down: Enemy Target - Only targets an Enemy Monster Party Target - Only Targets members in your party (and yourself). No BLU spell can target someone outside your party. Self Target - Only targets you. Can be made AoE (party) via the JA Diffusion Breath - Treated like a monsters Breath Attack. Is affected by HP and +Breath Attack gear. Also works like a conal spell Conal - Works in a ~90 Degree are in front of you. Any mob in that are will be hit. If you're facing the other way, damage will be reduced. Gaze - Means you have to be looking the monster in the eyes. If you're not, it won't work.

Note on AoE: A lot of BLU Spells have a rather large Area of Effect. Meaning that any monster (or player in your party) within that area is going to be hit. This can cause for some unpleasent agro. Keep an eye on it. The JA Convergence will make the spell a single target. *************************************************************************************************************

4A: Spell Sets Blue Mage is a situational Job. You can alter your spell set depending on the mob you're going to fight, as well as what's needed by the party. As a general rule, there is no "set it and forget it" spell set. Things need to be adjusted as you play. That being said, most BLU's have a couple of spell sets that they've fallen in love with and use as the basis for what ever they're doing.

I'm going to put my 2 main spell sets up here (Standard TP and Standard Nuking) - and then offer suggestions for what you might like:

Nice little set, most spells are set to help out CW and TP. You can easily remove the Auto Refresh and Max MP Boost spells for more fun stuff, esp if you're getting ISL boxes.

4B: Traits So, I'm sure someone asked "What's all these Traits he keeps going on about?" Short version, pairing 2 or more certian spells in your set can generate a job trait. Eartly on, you're fairly limited, but at 90, you have access to almost every job trait in the game. A few things to know though. Most traits are the Tier 1 version. Though a few traits (Dual Wield and Clear Mind for example) can go to higher tiers. If you're getting the trait from a sub job, usually not much point setting it (IE: Setting MAB while subbing BLM or RDM). Auto-Refresh is weird. You must set certian spells, to generate enough "Auto Refresh Points" for the Job Trait to activate. While you can start setting spells as low as 44, you cannot actually get Auto Refresh until 58. There's enough info out there, especially on Wiki, about Job Traits, that I'm not going to reprint it here.

4C: Merits Sick of hearing how versitle Blue Mage is? Well, it only gets worse. In some cases, Merits are a no-brainer, in others, it's up to your play style. So here's the run down:

Generic:

HP/MP - I've always found +MP to be much more useful than +HP, unless you're a Tarutaur. No one would fault you for 12/12 Stats - STR and DEX are always the safe bet. They're mods for most physical spells, help attack, acc and Crit hits. Combat - Sword FULL MERITS. Acc/Damage boost on your main weapon Magic - FULL BLUE MAGIC MERITS. You're a Blue Mage. Other - I went Full Crit+ and Full Spell Interupt Down. Other options are fine

So, some things are cut and dry. You will need 5/5 in assimilation, there is no arguement. Everything else is up to play style.

Food: What, people still use food? Seriously though, while you may hit your fSTR cap in Abyssea, you can still benefit from some Att + foods, and maybe even some Acc (though.. probably not). I would suggest things like Hellsteaks, Bison Steaks, Hedgehog Pies, even simple Meat Kabobs. I'm a fan of the 3hr food myself, but I also tend to die alot. Outside Abyssea, Marinara Pizza/+1 is still godly.

I do not know of any good MAB food (since with atmas, Macc shouldn't be an issue) - if someone knows, please let me know! ***********************************************************************************************

5: Sub-Jobs There have been MANY disscusions about subs, especially in a post-90 universe. I plan on updating this when we hit 95-99, but for 90, here we go.

Main Subs:

Ninja - This is your Go-To sub for any melee situation. DW III and Shadows allow you to hit faster and survive longer. If you have any Ninjutsu skills, you can also bring Ninja Grellow procs to the table.

Dancer - Great for soloing, MP free heals, Sambas, Steps, Flourishes all help you out.

Thief - Still a great sub for HNM's. It can SATA and make for some amazing SSC's. Lacks any real defensive properties though... other than Flee...

Red Mage - Native MAB, Fast Cast, Cures, Stoneskin, Blink, etc. Great sub if you're playing a support or Nuking role

Ah, here comes one of the fun parts. Everyone has a thought as to what you should be doing. I'm going to run over the most common/best swords you should be using. I will even run over some clubs we can use and their uses.

Firmament - This should be your starting point as a level 90 BLU, just starting out. Get them from Dominion Tacticians in Abyssea - Altepa. DO NOT settle for anything less than Damage +5. Damage +9 is the max, and what you should be aiming for. Beyond Sheer damage, these don't bring anything to the table.

Isador - This is what you main while you're working on a Magian Sword. High base damage, +Acc and Fast Cast. A very nice sword

Shamshir +2, The Elemental Magian Sword - This is your Main hand bread and butter and work nicely as an off-hand sword. Base damage is nice and high (54) and has some awesome stats. Please let me be clear, IMO there are only 2 swords to go for with a 3rd being situational:

STR/Att - +9/+20 respectively. This is your big DD sword, not much more to say.

DEX/Acc - +9/+15. Great for outside abyssea and an awesome off-hand for a CdC build.

AGI/Eva - +9/+20. This is a great sword if you're going for an Eva Tank build, but for standard TP, it falls behind the other two

VIT/PDT - +9/-10%. I can see an arguement for Dual Wielding 2 of these while pulling in a PDT set for CW/AoE farming. Again outside of that niche, STR/DEX swords are much better.

Khanda +2, the Physical Magian Sword - This sword is an interesting off-hand variety. For a very long time, BLU was denied an OAX sword/Club. Along comes the Magian system and we're off to the races.

+2 OAT - Sort of like a Joyuse +1. Nice base damage, about a 40% proc on the OAT Feature

+2 OAX - Low damage, but great TP Build

+2 Double Attack - There's some thread on here that say that the Double Attack sword actually beats out the OAT/X swords for TP gain. I think it's a personal preference on which path you want to take. All are acceptable for off-hand weapons.

Badelaire +2 - Chant du Cyge sword! This is through the Magian trials and Walk of Echoes. It doesn't have the base Damage nor stat boost that Almace has, but inside abyssea is stil a great main-hand sword.

Raphael's Rod - This is our Highest Damage club. Also drops from Absolute Virtue... Good luck with that.

Warp Cudgle - Everyone carries one, and it's sufficent for Club Procs

Club Hammer - Reward from Moblin Maze Mongers - ONLY USED FOR PROCING. But, it squeeks when it hits!!

Staves: Only used when nuking. HQ Elemental Staves will give you the most bang, period. At the very least, you need a Vulcan (TP), Pluto (HMP and EG) and Ramuh's Staff (CW, deffinatly a must) - a Neptune's wouldn't hurt either (Regurg). NQ Staves are acceptable, but you really should look into upgrading, considering how cheap they are now.

Grips - I tend to use the corrisponding Elemental Grip, but Vivid and a few others are also great.

Ammo - Personal choice and it depends on your gil situation. I use Mavi Tathlum. It's free and the +BLU skill is quite nice.

Alright, I had to go do work and this is deffinatly a work in progress. I'll add more tonight. Please don't post until I've got everything done. Please and thank you.

Thief - Still a great sub for HNM's. It can SATA and make for some amazing SSC's. Lacks any real defensive properties though... other than Flee...

Makes Benthic Typhoon do over 12k on those same Qutrubs... with SA+CA and Efflux.... in abyssea....). The nice thing is if your behind the mob your spell will never fail or miss mad love. The only issue with /thf is you can easily one shot mobs and well you won't get lights lol.

Also recall you can separate Trick Attack and use it with any spell or WS to put hate on someone else. A TA+QC or TA+GR or TA+CDC on someone else makes keeping hate off of you easier. Red makes getting SA off a breeze the damage is pure insanity with RR/GH/SS its epeen city lol.

On blue skill just need to understand if you hit a new tier of damage:

huckster;4676612 wrote:

Depends whether you hit another D value tier or not. Just omitting the technical bullsh*t - check this table:

I now do most things /thf again and have a blast heck all I did was tank anyhow /nin might as well hit it as hard as possible first lol... Only thing I personally miss /nin is sneak and invisible being able to stack to 99 and cheap lol.

Good start to an updated guide, if a bit biased at some points. Minor suggestions:

AshokaPrime wrote:

Gaze - Means you have to be looking the monster in the eyes. If you're not, it won't work.

Gaze attacks strictly mean the mob has to be looking at you; your back can be turned. This is why Yawn can be used as an AOE sleep even though obviously you're not facing every mob in the circle.

Weapons: You list Badelaire but not Almace, which is unarguably our best sword. In the club section, maybe include Perdu Wand (Comparable damage to Raphael's but a fraction of the delay). Finally, Ramuh's Staff is a junk weapon from the avatar fight; HQ Thunder staff is Jupiter's Staff and a more cynical man than I would wonder if you own one.

Edit: Forgot a point. Main weapon skill determines just the accuracy, not the damage, of Blue Magic (Otherwise you wouldn't Cannonball in Vulcan's).

PS: Consider running even a basic spellcheck on the post (Firefox and likely Chrome have one built-in). I realize it's the Internet and all, but it will attract more readers if there's not a blatant error every paragraph or so.

Thanks for the write up. I'm just now finally getting around to levelling up blue mage since I didn't get around to it before taking a break from the game. I'm trying to do it the right way without burning through the levels and getting most of the spells around the time I can use them. It's nice to have a little guidance since I don't know anyone that played blue mage to ask about which spells to use and when.

Weapons: You list Badelaire but not Almace, which is unarguably our best sword. In the club section, maybe include Perdu Wand (Comparable damage to Raphael's but a fraction of the delay). Finally, Ramuh's Staff is a junk weapon from the avatar fight; HQ Thunder staff is Jupiter's Staff and a more cynical man than I would wonder if you own one. [/sm][/i]

Even an NQ Thunder Staff would do far more for the sake of Charged Whisker than a Ramuh's Staff would. Not only does it offer more Dex than the Ramuh's Staff, but it also gives the +10% damage bonus and +20 macc to Thunder based spells. Though undeniably the Jupiter's would be the best option, you'd receive less criticism if you used a Thunder staff over a Ramuh's Staff.

I don't really know what club he is talking about, but I used a Flan Smasher since it came out in the old days. To date it is still a great club. The other one that maybe of use but hard to get is seveneyes.

Good start to an updated guide, if a bit biased at some points. Minor suggestions:

AshokaPrime wrote:

Gaze - Means you have to be looking the monster in the eyes. If you're not, it won't work.

Gaze attacks strictly mean the mob has to be looking at you; your back can be turned. This is why Yawn can be used as an AOE sleep even though obviously you're not facing every mob in the circle.

Weapons: You list Badelaire but not Almace, which is unarguably our best sword. In the club section, maybe include Perdu Wand (Comparable damage to Raphael's but a fraction of the delay). Finally, Ramuh's Staff is a junk weapon from the avatar fight; HQ Thunder staff is Jupiter's Staff and a more cynical man than I would wonder if you own one.

Just to run through: It's easier to say "look it in the eye" than worry if they're going to get that idea for gaze attacks. I've been in parties where people are tossing out Blank Gaze from behind and wondering why it's not working ;)

Almace was going in it's own section (Hence something called "the game changer"), as it really does change the way you go about BLU. Badelaire does, as well to an extent, but Almace really is the "ooooh shiney".

As for Ramuh's/Jupiter's - no need to be cynical... it's more of a "I was writing that edit at 4am after being awake for 20hrs and that's what my fingers typed before I hit save for the night".

When you make your guide you should keep in mind ,that blu is played in many different ways by many different people. In doing so i wouldn't just promote your play style but point out the best way a person can have fun playing the job.

I personaly wouldn't knock any sword MoT to much if its lvl 90. We still have spells 91-99 and SE has ways in using different stats to affect our play style.

As an example I hold 2 MoT swords +9 mnd +10 MDB. Why? Shinru and a few other NM's, also help on magic fruit. for a macro, and magic hammer, among others.

Agi, tank, BT

Vit, cannoball and tanking and QQ

And so on. I think you make a guide that most people would concider useful and thats up to date if you could do a few things that really not been done before. Giving clubs that drop off AV no one really will find useful.

But do things like, if you get almace, use this spell set to maximize your dex. If you want to be a healer, use this spell set to max your mnd

For MoT swords, you could do something simular to what I did. List the values and what 2-3 spells they may really be good for and let someone decide.

INT/MND/ DEX/STR AGI sets, can throw those in for armor as well

If you did that i do a average build, great and top notch again though to reach out to all.atever purpose.

Also it be wonderful if you included a 3 atma sets for whatever purpose.

Healing Tanking Eva MB Attack STR dex

That would be a real 2011 guide.

Thats just my advice and something I feel would be really useful to many people

I do hope I can fit everything into that first page, now that I can't stack a 2nd post right underneath it.

Even though I'm seriously not considering revising it, when I went through a similar process for my DD PLD guide, I wrote a full first draft in Word before I even started the guide. This allowed me to have the basics that I wanted and go in and hit "reply" enough times to get the right number of posts at the start. Some of the posts were (and still are - total desire to finish died a long time before the level cap was even considered going up) empty, but they had fillers in place already.

The second thing I did was list at the top of the post a disclaimer that this was a work in progress and that I needed to add the additional pages BEFORE I started accepting feedback. I then went in and added the posts before putting any other text in their place except a simple Roman Numeral and basic title. Made it much easier to ensure that the order didn't get adjusted.

Just some thoughts to help you as you try to get this guide off the ground. One final one: You might want to consider starting a whole new thread just for this topic. While you're doing it, I'd strongly (very strongly) suggest that you use THIS thread to get ideas of what you want to put into the guide. Things like situational spell sets you're not quite sure about yet.

I completely forgot about Perdu, and some other points are very valid.

But please let me point out (esp in regards to Almace and what not) - I'm NOT DONE YET.

I believe, right at the top, I said 10 points to cover... I got to 5....

And yes, I was going to run it through a spell checker and what not. I was just getting the ideas down and finishing them off... hence asking people not to post until I was done... oh well....

This feels a lot like when SE released FFXIV and told everyone not to review it for a few months. If you want to write something free of criticism, do it in Notepad and then post the final version. If you put something in a forum, you're going to get comments based on what you've posted.

I did assume you meant Jupiter's, but it's one of those things that needed to be correct because Ramuh's Staff does exist and is obviously awful. I also suspected Almace was your "Game-Changer" but if it really needs its own section, at least make a note in the Weapons paragraph and expand on it further down (It's not unrealistic to think some people will get bored and stop reading halfway through).

I find it mildly patronizing to phrase that Gaze definition misleadingly because you assume people aren't smart enough to understand the real one. Also hypocritical to the Myth/Fact section if you just perpetuate other tiny Myths. If it's a guide, just give the information as directly as you can and let people use it.

Apologies if this all comes off too harsh. This is definitely going in the right direction, and at least you're not trolling as hard as the guy in the subjob thread who listed everything except /NIN with the 'con:' "Does not have shadows or dual-wield" (neither technically true anymore). Will continue to read and give advice as this progresses.

@Dracon - Yeah... I started doing it in Word now, so I can edit in later/Start a new thread. I didn't even think about doing 10 posts and then editing in after... that's actually a great idea ^^

@Sebastion - First - Nah, not coming off harsh at all. Even with the stuff about perpetuating small myths, you're 100% right. I'm not meaning to be patronizing or condesending, it didn't even sound that way in my head when I said it. But, when someone else reads it, they can take it that way, and a guide can't come across like that - it's supposed to be helped.

The thing about the guide and I will keep posting sections in here, so I can get feed back is - No one knows everything. So I put my thoughts, my ideas into it, throw it out there, see what people say (even little things like "psst, forgot Perdu Wand" are great pieces, or the info about the Blue Magic Skill/Damage) - and then edit it and see if we can come up with something.

I've seen so many people do BLU wrong, that I figured something needed to be done/said, even in the instances like the "newb question thread" - Some of these are cropping up because people just don't know and the info isn't RIGHT THERE - and if people get bored half way through a thread, it's not unreasonable to think they're not going to go through 3-4 pages of threads just to find their info....

You know, I'm having problems with Kimjongil's posts. I don't know what to do with his play style. I cannot endorse MAB/Macc swords, when there are so many other, better choices for these instances....

I've never had a head **** not proc on an NM that's susceptible, if I threw on my Jubah and Mirage hat. Even then I cannot think of a situation recently, where I've had to do that. Granted, I always take MM Atma when I'm in abyssea. But even outside abyssea, I've never had an issue throwing on some gear and getting more bang for your buck.

****, outside of abyssea, I'll argue MORE for STR/DEX swords for meleeing and Elemental Staves/Grips for nuking than inside, because outside you don't have the atma's to pick up the slack from what we're lacking!

In the example of head **** needing to land. Outside abyssea, we don't have the +80int (Give or take, Abyssite + MM), but we also don't have the +80 STR/DEX (Atmas + RR & VV, if that's your standard DD set) Head **** needs the melee acc to land, period. DEX sword gives you 9 DEX + 15 Acc, or +19.5 acc (Taking 2/1 Dex). Throw a pizza into the mix and it should be landing every time, no matter what gear you have on.

If you need the stun to land, and you're having issues, throw on your Jubah, AF3 Legs, Feet, Hands and Relic hat, Relic Cape, maybe some Macc rings, if needed (or +int rings, necklace, waist piece) for your macro, and if head **** doesn't stun, the mob can't be stunned. Best of all, half a second later you're back into full TP gear, with no detriment to your Melee set up and all the TP you started with.

@Kimjongil Again, with your situation about MAB swords and /sch. I bet, with a Neptune's staff, Grip, MAB trait set and full Mage-y gear, your nukes will be even higher. And the idea of having a sword for every spell... Beyond the "If you switch swords, you lose TP", it's just impractical. You can do it, yes, but why?

As far as MAB swords(or the one with 10% WS damage), you can use to boost max Sblade. Typically its very nice for building amber lights with SeaDaughter,Cosmos,Ultimate. Additionally you drop the occasional EG as MP allows.

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Quote:

You can't transform numbers into other numbers like that. It'd just go on forever. That's like witchcraft.

As far as MAB swords(or the one with 10% WS damage), you can use to boost max Sblade. Typically its very nice for building amber lights with SeaDaughter,Cosmos,Ultimate. Additionally you drop the occasional EG as MP allows.

Cosmos is pure damage increase on dark magic attack major+ nothing better than that to give some nice numbers on SB. I also like smiting Blow for the 100% tp bonus talk about nice heals....